mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-28 15:57:59 +03:00
473 lines
12 KiB
C++
473 lines
12 KiB
C++
#include "framework.h"
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#include "Objects/Generic/generic_objects.h"
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#include "Game/pickup/pickup.h"
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#include "Game/collision/collide_item.h"
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// Objects
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#include "Objects/Generic/Object/generic_trapdoor.h"
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#include "Objects/Generic/Object/generic_bridge.h"
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#include "Objects/Generic/Object/burning_torch.h"
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#include "Objects/Generic/Object/polerope.h"
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#include "Objects/Generic/Object/rope.h"
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// Switches
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#include "Objects/Generic/Switches/cog_switch.h"
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#include "Objects/Generic/Switches/rail_switch.h"
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#include "Objects/Generic/Switches/jump_switch.h"
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#include "Objects/Generic/Switches/generic_switch.h"
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#include "Objects/Generic/Switches/crowbar_switch.h"
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#include "Objects/Generic/Switches/underwater_switch.h"
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#include "Objects/Generic/Switches/pulley_switch.h"
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#include "Objects/Generic/Switches/fullblock_switch.h"
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#include "Objects/Generic/Switches/turn_switch.h"
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// Doors
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#include "Objects/Generic/Doors/generic_doors.h"
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#include "Objects/Generic/Doors/double_doors.h"
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#include "Objects/Generic/Doors/pushpull_kick_door.h"
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#include "Objects/Generic/Doors/sequence_door.h"
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#include "Objects/Generic/Doors/steel_door.h"
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#include "Objects/Generic/Doors/underwater_door.h"
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// Traps
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#include "Objects/Generic/Traps/dart_emitter.h"
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/// Necessary import
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#include "Specific/setup.h"
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using namespace TEN::Entities::Switches;
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using namespace TEN::Entities::Doors;
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using namespace TEN::Entities::Traps;
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using namespace TEN::Entities::Generic;
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static void StartObject()
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{
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auto* object = &Objects[ID_TRAPDOOR1];
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if (object->loaded)
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{
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object->initialise = InitialiseTrapDoor;
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object->collision = TrapDoorCollision;
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object->control = TrapDoorControl;
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object->floorBorder = TrapDoorFloorBorder;
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object->ceilingBorder = TrapDoorCeilingBorder;
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object->floor = TrapDoorFloor;
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object->ceiling = TrapDoorCeiling;
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object->saveAnim = true;
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object->saveFlags = true;
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}
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object = &Objects[ID_TRAPDOOR2];
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if (object->loaded)
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{
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object->initialise = InitialiseTrapDoor;
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object->collision = TrapDoorCollision;
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object->control = TrapDoorControl;
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object->floorBorder = TrapDoorFloorBorder;
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object->ceilingBorder = TrapDoorCeilingBorder;
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object->floor = TrapDoorFloor;
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object->ceiling = TrapDoorCeiling;
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object->saveAnim = true;
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object->saveFlags = true;
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}
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object = &Objects[ID_TRAPDOOR3];
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if (object->loaded)
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{
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object->initialise = InitialiseTrapDoor;
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object->collision = TrapDoorCollision;
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object->control = TrapDoorControl;
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object->floorBorder = TrapDoorFloorBorder;
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object->ceilingBorder = TrapDoorCeilingBorder;
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object->floor = TrapDoorFloor;
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object->ceiling = TrapDoorCeiling;
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object->saveAnim = true;
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object->saveFlags = true;
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}
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object = &Objects[ID_FLOOR_TRAPDOOR1];
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if (object->loaded)
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{
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object->initialise = InitialiseTrapDoor;
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object->collision = FloorTrapDoorCollision;
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object->control = TrapDoorControl;
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object->floorBorder = TrapDoorFloorBorder;
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object->ceilingBorder = TrapDoorCeilingBorder;
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object->floor = TrapDoorFloor;
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object->ceiling = TrapDoorCeiling;
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object->saveAnim = true;
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object->saveFlags = true;
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}
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object = &Objects[ID_FLOOR_TRAPDOOR2];
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if (object->loaded)
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{
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object->initialise = InitialiseTrapDoor;
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object->collision = FloorTrapDoorCollision;
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object->control = TrapDoorControl;
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object->floorBorder = TrapDoorFloorBorder;
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object->ceilingBorder = TrapDoorCeilingBorder;
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object->floor = TrapDoorFloor;
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object->ceiling = TrapDoorCeiling;
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object->saveAnim = true;
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object->saveFlags = true;
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}
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object = &Objects[ID_CEILING_TRAPDOOR1];
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if (object->loaded)
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{
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object->initialise = InitialiseTrapDoor;
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object->collision = CeilingTrapDoorCollision;
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object->control = TrapDoorControl;
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object->floorBorder = TrapDoorFloorBorder;
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object->ceilingBorder = TrapDoorCeilingBorder;
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object->floor = TrapDoorFloor;
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object->ceiling = TrapDoorCeiling;
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object->saveAnim = true;
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object->saveFlags = true;
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}
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object = &Objects[ID_CEILING_TRAPDOOR2];
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if (object->loaded)
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{
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object->initialise = InitialiseTrapDoor;
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object->collision = CeilingTrapDoorCollision;
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object->control = TrapDoorControl;
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object->floorBorder = TrapDoorFloorBorder;
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object->ceilingBorder = TrapDoorCeilingBorder;
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object->floor = TrapDoorFloor;
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object->ceiling = TrapDoorCeiling;
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object->saveAnim = true;
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object->saveFlags = true;
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}
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object = &Objects[ID_BRIDGE_FLAT];
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if (object->loaded)
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{
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object->initialise = InitialiseBridge;
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object->floor = BridgeFloor<0>;
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object->ceiling = BridgeCeiling<0>;
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object->floorBorder = BridgeFloorBorder<0>;
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object->ceilingBorder = BridgeCeilingBorder<0>;
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}
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object = &Objects[ID_BRIDGE_TILT1];
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if (object->loaded)
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{
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object->initialise = InitialiseBridge;
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object->floor = BridgeFloor<1>;
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object->ceiling = BridgeCeiling<1>;
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object->floorBorder = BridgeFloorBorder<1>;
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object->ceilingBorder = BridgeCeilingBorder<1>;
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}
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object = &Objects[ID_BRIDGE_TILT2];
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if (object->loaded)
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{
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object->initialise = InitialiseBridge;
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object->floor = BridgeFloor<2>;
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object->ceiling = BridgeCeiling<2>;
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object->floorBorder = BridgeFloorBorder<2>;
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object->ceilingBorder = BridgeCeilingBorder<2>;
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}
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object = &Objects[ID_BRIDGE_TILT3];
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if (object->loaded)
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{
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object->initialise = InitialiseBridge;
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object->floor = BridgeFloor<3>;
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object->ceiling = BridgeCeiling<3>;
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object->floorBorder = BridgeFloorBorder<3>;
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object->ceilingBorder = BridgeCeilingBorder<3>;
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}
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object = &Objects[ID_BRIDGE_TILT4];
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if (object->loaded)
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{
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object->initialise = InitialiseBridge;
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object->floor = BridgeFloor<4>;
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object->ceiling = BridgeCeiling<4>;
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object->floorBorder = BridgeFloorBorder<4>;
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object->ceilingBorder = BridgeCeilingBorder<4>;
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}
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}
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void StartSwitches()
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{
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auto* object = &Objects[ID_COG_SWITCH];
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if (object->loaded)
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{
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object->collision = CogSwitchCollision;
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object->control = CogSwitchControl;
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object->hitEffect = HIT_RICOCHET;
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object->saveFlags = true;
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object->saveAnim = true;
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}
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object = &Objects[ID_LEVER_SWITCH];
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if (object->loaded)
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{
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object->collision = RailSwitchCollision;
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object->control = SwitchControl;
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object->saveFlags = true;
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object->saveAnim = true;
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}
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object = &Objects[ID_JUMP_SWITCH];
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if (object->loaded)
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{
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object->collision = JumpSwitchCollision;
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object->control = SwitchControl;
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object->saveFlags = true;
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object->saveAnim = true;
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}
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for (int objectNum = ID_SWITCH_TYPE1; objectNum <= ID_SWITCH_TYPE16; objectNum++)
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{
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object = &Objects[objectNum];
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if (object->loaded)
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{
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object->collision = SwitchCollision;
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object->control = SwitchControl;
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object->saveFlags = true;
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object->saveAnim = true;
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object->saveMesh = true;
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}
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}
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object = &Objects[ID_CROWBAR_SWITCH];
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if (object->loaded)
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{
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object->collision = CrowbarSwitchCollision;
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object->control = SwitchControl;
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object->saveFlags = true;
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object->saveAnim = true;
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}
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for (int objectNum = ID_UNDERWATER_SWITCH1; objectNum <= ID_UNDERWATER_SWITCH4; objectNum++)
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{
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object = &Objects[objectNum];
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if (object->loaded)
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{
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object->control = SwitchControl;
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object->collision = UnderwaterSwitchCollision;
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object->saveFlags = true;
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object->saveAnim = true;
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}
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}
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object = &Objects[ID_PULLEY];
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if (object->loaded)
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{
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object->initialise = InitialisePulleySwitch;
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object->control = SwitchControl;
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object->collision = PulleySwitchCollision;
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object->saveFlags = true;
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object->saveAnim = true;
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}
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object = &Objects[ID_TURN_SWITCH];
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if (object->loaded)
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{
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object->control = TurnSwitchControl;
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object->collision = TurnSwitchCollision;
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object->saveFlags = true;
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object->saveAnim = true;
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}
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object = &Objects[ID_SEQUENCE_SWITCH1];
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if (object->loaded)
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{
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object->collision = FullBlockSwitchCollision;
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object->control = FullBlockSwitchControl;
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object->saveFlags = true;
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object->saveAnim = true;
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}
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object = &Objects[ID_SEQUENCE_SWITCH2];
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if (object->loaded)
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{
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object->collision = FullBlockSwitchCollision;
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object->control = FullBlockSwitchControl;
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object->saveFlags = true;
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object->saveAnim = true;
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}
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object = &Objects[ID_SEQUENCE_SWITCH3];
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if (object->loaded)
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{
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object->collision = FullBlockSwitchCollision;
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object->control = FullBlockSwitchControl;
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object->saveFlags = true;
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object->saveAnim = true;
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}
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}
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void StartDoors()
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{
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ObjectInfo* object;
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for (int objectNumber = ID_DOOR_TYPE1; objectNumber <= ID_DOOR_TYPE30; objectNumber++)
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{
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object = &Objects[objectNumber];
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if (object->loaded)
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{
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object->initialise = InitialiseDoor;
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object->control = DoorControl;
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object->collision = DoorCollision;
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object->hitEffect = HIT_RICOCHET;
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object->saveAnim = true;
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object->saveFlags = true;
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object->saveMesh = true;
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}
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}
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object = &Objects[ID_LIFT_DOORS1];
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if (object->loaded)
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{
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object->initialise = InitialiseDoor;
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object->control = DoorControl;
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object->hitEffect = HIT_RICOCHET;
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object->saveFlags = true;
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}
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object = &Objects[ID_LIFT_DOORS2];
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if (object->loaded)
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{
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object->initialise = InitialiseDoor;
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object->control = DoorControl;
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object->hitEffect = HIT_RICOCHET;
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object->saveFlags = true;
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}
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object = &Objects[ID_SEQUENCE_DOOR1];
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if (object->loaded)
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{
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object->initialise = InitialiseDoor;
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object->collision = DoorCollision;
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object->control = SequenceDoorControl;
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object->hitEffect = HIT_RICOCHET;
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object->saveAnim = true;
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object->saveFlags = true;
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}
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for (int i = ID_DOUBLE_DOORS1; i <= ID_DOUBLE_DOORS4; i++)
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{
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object = &Objects[i];
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if (object->loaded)
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{
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object->initialise = InitialiseDoor;
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object->collision = DoubleDoorCollision;
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object->control = PushPullKickDoorControl;
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object->hitEffect = HIT_RICOCHET;
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object->saveAnim = true;
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object->saveFlags = true;
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}
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}
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for (int i = ID_UNDERWATER_DOOR1; i <= ID_UNDERWATER_DOOR4; i++)
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{
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object = &Objects[i];
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if (object->loaded)
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{
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object->initialise = InitialiseDoor;
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object->collision = UnderwaterDoorCollision;
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object->control = PushPullKickDoorControl;
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object->hitEffect = HIT_RICOCHET;
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object->saveAnim = true;
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object->saveFlags = true;
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}
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}
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for (int objectNum = ID_PUSHPULL_DOOR1; objectNum <= ID_KICK_DOOR4; objectNum++)
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{
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object = &Objects[objectNum];
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if (object->loaded)
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{
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object->initialise = InitialiseDoor;
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object->collision = PushPullKickDoorCollision;
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object->control = PushPullKickDoorControl;
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object->hitEffect = HIT_RICOCHET;
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object->saveAnim = true;
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object->saveFlags = true;
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}
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}
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object = &Objects[ID_STEEL_DOOR];
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if (object->loaded)
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{
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object->initialise = InitialiseSteelDoor;
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object->collision = SteelDoorCollision;
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object->saveAnim = true;
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object->saveFlags = true;
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object->saveMesh = true;
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object->savePosition = true;
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}
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}
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void StartTraps()
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{
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auto* object = &Objects[ID_DARTS];
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if (object->loaded)
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{
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object->shadowType = ShadowMode::All;
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//object->drawRoutine = DrawDart;
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object->collision = ObjectCollision;
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object->control = DartControl;
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object->usingDrawAnimatingItem = false;
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}
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object = &Objects[ID_DART_EMITTER];
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if (object->loaded)
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{
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object->control = DartEmitterControl;
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object->drawRoutine = nullptr;
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object->saveFlags = true;
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object->usingDrawAnimatingItem = false;
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}
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object = &Objects[ID_HOMING_DART_EMITTER];
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if (object->loaded)
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{
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object->control = DartEmitterControl;
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object->drawRoutine = nullptr;
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object->saveFlags = true;
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object->usingDrawAnimatingItem = false;
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}
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object = &Objects[ID_ROPE];
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if (object->loaded)
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{
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object->initialise = InitialiseRope;
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object->control = RopeControl;
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object->collision = RopeCollision;
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object->drawRoutine = nullptr;
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object->saveFlags = true;
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object->usingDrawAnimatingItem = false;
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}
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object = &Objects[ID_POLEROPE];
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if (object->loaded)
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{
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object->collision = PoleCollision;
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object->saveFlags = true;
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}
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object = &Objects[ID_BURNING_TORCH_ITEM];
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if (object->loaded)
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{
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object->control = TorchControl;
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object->collision = PickupCollision;
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object->saveFlags = true;
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object->savePosition = true;
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object->usingDrawAnimatingItem = true;
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}
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}
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void InitialiseGenericObjects()
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{
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StartTraps();
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StartObject();
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StartSwitches();
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StartDoors();
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}
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